I really can’t tell you. We’ll have to wait till the creator gets online.
Is this intentional? Because it seems to be failing to compress and decompress the data,
Could you provide your scripts so I could see
I am and there is no need to be disingenuous now, I even attached the file.
You’re doing client → server testing in what case does the client have to fire every frame to the server??? Another thing when I tested your place all besides Roblox had high CPU usage for me so idk what to tell you
This seems disingenuous, if I was able to test completely fine and show proof and a place file and others tested and got the same results and somehow you got something different. Seems like you purposely tampered for these results because event packet shouldn’t be getting this results.
Please learn how to benchmark before doing anything else or opening your mouth
Thanks for the feedback, I’m looking to improve CPU usage on the client side, possibly by not using buffers on small data etc
The prints and readability is my bad I keep leaving them in and it’s my first time trying it in vscode so it’s kinda all over the place.
I was originally going to use signal plus for event connections but I didn’t and it’s at the moment to much to switch everything for small updates in the future possibly I’ll add it in.
download the file i given recently, test it, prove it.
I tested your last file they all gave me issues, you’re just disingenuous and hating at this point there isn’t a reason for me to believe you
If I was able to send 10KB payload 200 times a frame with no CPU or ping change but somehow you are crashing says alot about you
Not only are you the only one seeing the issues with packet NetRay but others are saying they don’t have theses issues speaks volumes
If you’re going to benchmark give constructive criticism and advice instead of just lying and calling it horrible
im not “disingenuous” or “hating”, im just telling u if your doing wrong benchmark…
The irony in this statement is crazy coming from someone trying to spam client events
Adding on, you failed to reply to suphi when you posted on his post
Also comparing blink isn’t fair since above 60fps it won’t fire
if you set your FPS to be higher then 60 Blink will not fire a event every frame like the others causing it to batch more events then the other network libraries
Also your videos don’t load for me idk why
then just download it…
its <= 5MB tho… (the file vid)
and u literally copy what suphi say, u should prove it urself.
#######
I quiet literally said where it’s from because you didn’t respond to him
why do i have to respond his benchmark result. the benchmark he given is accurate…
“he” i mean is suphi
Because your benchmark place was giving different results to what you claimed
Is it not fair to trust Suphi?
I attempted to replicate this, didn’t get the same results as you
I was getting 240 fps capped the entire time, The only issue is that NetRay batching is inefficient at the moment, which I already know about
take out ur ratelimit throttles by comment it in the ClientEvent module, and see what happens… (for client->server)
There are no rate limits, rate limits throw warnings in the log
This is definitely not intentional. I just plugged in the new version with the fixed syntax and everything works. But I just turned off compression temporarily as I would like to try and resolve the compression issue and maybe remove out the warnings with the next update?
My Server Script:
PlayerVehicleInputs
-- Required
local replicatedStorage = game:GetService("ReplicatedStorage")
local NetRay = require(replicatedStorage.NetRay)
-- Registered Events (NetRay)
local registerJumpEvent = NetRay:RegisterEvent("JumpEvent", {
priority = 1,
})
local registerBoostEvent = NetRay:RegisterEvent("BoostEvent", {
priority = 1,
})
local registerHornEvent = NetRay:RegisterEvent("HornEvent", {
priority = 1,
})
-- Action wait parameters
local waitForJumpAction = 3
local waitForForwardAction = 3
local waitForHornAction = 3
-- Tables to store last action times for each player
local playerLastJumpAction = {}
local playerLastForwardAction = {}
local playerLastHornAction = {}
-- Player Jump Logic
local function applyJumpSlide(player)
— code here
end
-- Player Boost Logic
local function applySlide(player)
-- code here
end
-- Player Horn Logic
local function hornAction(player)
-- code here
end)
-- RemoteRequest handlers - Boost (NetRay)
registerBoostEvent:OnEvent(function(player)
local character = player.Character
if character then
local userId = player.UserId
local currentTimeForward = tick()
local lastActionTime = playerLastForwardAction[userId]
if not lastActionTime or currentTimeForward - lastActionTime >= waitForForwardAction then
applySlide(player)
playerLastForwardAction[userId] = currentTimeForward
end
end
end)
-- RemoteRequest handlers - Horn(NetRay)
registerHornEvent:OnEvent(function(player)
if player.Character then
local currentTimeHorn = tick()
local lastHornTime = playerLastHornAction[player.UserId]
if not lastHornTime or currentTimeHorn - lastHornTime >= waitForHornAction then
hornAction(player)
playerLastHornAction[player.UserId] = currentTimeHorn
end
end
end)
My Client Script:
Local Example
-- Required
local replicatedStorage = game:GetService("ReplicatedStorage")
local NetRay = require(replicatedStorage.NetRay)
-- NetRay Registered Events
local registerJumpEvent = NetRay:GetEvent("JumpEvent")
local registerBoostEvent = NetRay:GetEvent("BoostEvent")
local registerHornEvent = NetRay:GetEvent("HornEvent")
-- Fire Server Event (NetRay)
registerJumpEvent:FireServer()
registerBoostEvent:FireServer()
registerHornEvent:FireServer()
I think I see the issue; it’s because you’re not sending anything. I will fix this in v1.0.2
thanks for letting me know